To conserve Mana, I remove all spells with maintenance cost while building up for the next war. Then when war starts, I want to apply a lot of spells at once. That takes a LOT of clicking in FE/LH. Way more so than any feature in any other PC game I've ever played. (With the possible exception of games ported from a console platform, which have more limited user interface forcing more steps. What seems to be missing is the awareness that once a user starts doing a
DancinClaws
Without having to click over and over, for each unit. Or maybe the command should only affect as many units as currently fit in your army. So if you have six slot max, only six would exit. Or a window pops up showing the units in the city, and drag into the new army the ones you want.
Very annoying: Army moves into city. A turn later, the lead hero on horseback leaves city, races off to a crisis elsewhere. The minions are intended to join a different army. But when click a minion, then click on a square next to city, minion takes off on its own, attempting to join the previous hero. Each minion from previous army has the same flaw. But minions that had arrived in city previously, on their own, do not. Or to put this another way: when arriving in city, all u
You are confusing two different numbers. The "2 research per turn" means just what it says. The COUNTER is telling you how many TURNS are remaining to complete the item. Not how much RESEARCH is remaining. By definition, the COUNTER will always reduce by 1 each turn (because it is counting turns). Observe that if you do something to go from 1 to 2 research, the COUNTER will change from saying "this will require 20 more turns". To saying "this will require 10 more turns". (Howeve
Just like the original FE, LH doesn't seem to like certain turn ending conditions. Can play for hours with no problem, then will abruptly crash, just before successfully doing Autosave to end the round. So have to repeat from previous Autosave. (Fortunately, I've learned to set Autosave to 1, so only lose one round of turns.) What's interesting is that when this happens, there is a fairly high probability that repeating the turn will crash it again. Maybe has left
Move cursor quickly down the road beyond distance unit can move in one turn, to see where the "1" beads end, to know how far can move. Click on that location. As you click, the beads change, to show that as requiring "2" moves. The actual "1" turn is one tile earlier. Sometimes the change happens before click. Initial path shows "1" extending a certain distance, then it abruptly changes to the correct distance (one tile shorter). But sometimes I've been abl
There is a flaw in the current design, where the Guard trait stops having effect as soon as the guarded unit gets its turn: If the Hero doing Guard has its turn immediately (or shortly) before the guarded unit, then Guard is useless, because there is no chance for an enemy to strike anyway, before the guarded units next action. Recommend: if guarded unit stays in its location, Guard should continue until the guarding hero's next turn. This is also more logical: why
The second time that I played the scenario, instead of going to Forge, I eliminated all the opposing factions. Because I was often leading armies with a pair of heroes, and rotating between different heroes, none of the heroes got very far in any of their trait lines. This is out of balance. What is the point of attracting all these heroes, if the player can hardly make use of them?
I enjoy it more with two heroes (or sovereign + a hero) leading each army. Can get more combinations of abilities. But I don't do that much, because the heroes get so much less exp. Idea: Have the 2nd hero only reduce the exp of each hero by 1/3. So each would get 2/3 of what they would have got, had they led a similar strength army solo. Yes, that means the optimal strategy for leveling heroes would be to pair them like this. That would be fine with me.
Love the overhauled battle mechanics, traits tree, graphic upgrades, and bug fixes (compared to first Fallen Enchantress). First-class game now. But -- Am I missing something? Only a single scenario? Every competing game in this genre, unless it sells for only a few bucks, going way back to the first Warcraft, has lengthy Campaign, with many scenarios. Yeah, its a huge map, but still... What would justify the price is a scenario for each Sovereign. Ru
Seems odd to me that most battles start with the camera angle behind the enemies, facing my oncoming troops. Isn't this what the ENEMY commander would see?
I have the same impression as original poster. Maybe because this game is focused on building an army, what a Warrior can accomplish seems rather useless (except early in the game). To be truly heroic, an end-game warrior (properly equipped) should be capable of dealing physical damage substantially better than any single late-game army stack. I admit I didn't bother taking a warrior that far, because its usefulness was falling so far behind the "support" leadership roles, tha
Leo and CM, thx. I've sometimes seen those higher defense numbers when hovering, and thought it was some bizarre bug - hadn't yet associated it with the unit's Traits, and what action they had or hadn't done on prior term. Now I know to look for those numbers.
Abilities such as "+10 Defense when Defending". Does this apply if unit moves, but does not attack an opponent? (I wish the game made this more obvious.)